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Sorry, forgot there was a 2E version. Will get a fix for that version
Pushed a fix live for the 2E version of the record.
Fantasy Grounds - v4.8.2 Ultimate (2025-08-20)
Star Trek Adventures 1E (2025-08-23)
Core RPG ruelset (2025-08-26)
Not using any extensions.
I'm receiving the following script error whenever rolling the Challenge Dice for weapons damage:
[8/30/2025 12:07:05 PM] [ERROR] Handler error: [string "..rek Adventures 2d20:..r_action_damage.lua"]:513: attempt to index local 'sLocation' (a nil value)
I get the error no matter what type of weapon and with both PCs and NPCs. I'm rolling the damage from the weapons listing on PC sheets and NPC sheets. The stress inflicted by the Challenge Dice seems to be inconsistent, sometimes being the correct amount, but at other times higher.
[Edit] And in case it matters...I'm using the Deep Space Nine Player Characters and The Dominion Jem'Hadar Warriors.
Also just noticed this; 1 of the PCs is listed in the Combat Tracker as "Injured L", despite the fact they only sustained 3 stress and have a stress track of 17. There listed on the character sheet as "Fine".
As well, if I manually roll the CD and then drag-&-drop them to the Combat Tracker, I get the following error:
[8/30/2025 1:34:09 PM] [ERROR] Scruot execytub error: [string "..rek Adventures 2d20:..r_action_damage.lua"]:152: attempt to comapare number with nil
The CT does however list the correct stress for the charater I drop it on and the correct icon is displayed in the the Injury / Breach column.
Pushed a fix to address the location error.
Awesome - that fixed it! Thank you.
I've got a few questions about math that isn't being applied during damage, but I don't know if these are bugs, or by design? Anyways....
- Shouldn't a character's/beast's Security discipline value automatically increase the number of a weapon's or unarmed stike's Challange Dice?
It's currently not, but I can achieve that by adding the Security value in the Modifier box.- Shouldn a a character's/beast's Resistance value automatically decrease the number of damage Challange Dice?
Currently this is being ignored unless I have a Resistance effect on the character/beast in the Combat Tracker.
I'm not too personally concerned about these as I'm experienced with FGU, but I do worry about my players forgetting to add the Securitty value in the Modifier window. As well, I believe only I as GM can add the Resistance Effect to the CT. So I'm worried about occasionally forgetting to do that.
I pushed an update to help this, but you can change the discipline that the damage bonus comes from if you click on the gear icon in the weapon entry. The way I understand it is Resistance is a flat deduction of generated damage. Not seeing anywhere it says it removes conflict dice.
Thanks for the reply and info. My bad about my bullet point 2, I should have stated it like this - resistance removes stress that results from Challege Dice rolls. I was aware of the ability to change the Damage Discipine via clicking the a weapon's gear icon.
But did the update you recently pushed get distributed?
I ask, because my damage discipline is set to Security for all PC's, but that isn't resulting in additional Challenge Dice for damage rolls. I'm confident it should, based upon the Gear & Equipment (Technology & Equipment in original CRB) chapter's Combat Equipment-weapons section (pg 175 of the Rules Digest edition of STA, pg 192 of the original CRB under a subheading of Damage Rating) which states:
"Stress Rating: A number of [CD], and possibly one or more Stress Effects that trigger when Effects are rolled. All weapons gain additional [CD] to their Stress rating equal to the Security Discipline of the character."
The "[CD]" in my quote is actually the Starfleet icon for in the Rules Digest, but I can't paste that cool icon in here. I'm not sure resistance is being applied when targets are damaged either, but I need to do more testing.
I double checked that it is working on my side and did another push to be safe. I also see the resistance deducting the damage as well. If you update and still continue having issues. please relay the ruleset version (it tends to be a date) to me to ensure you are on the latest version.
I checked my STA rules version and it lists: 2025-08-30
I just did a test involving Elim Garak (from the STA: Deep Space Nine Player Characters module) going up against a Talarian Hook Spider. Garak fired his Disuptor Pistol 1E (type=Ranged, Damage Rating=3, Size=1H, Dmg.Effects=Viscious, Damage Discipline=Security) and he rolled 2, 7s for a success. When clicking the damage button for the weapon, 3 dice were rolled with a result of 1,1,0 = 2 stress. Garak has a Security of 3, so 6 CD should have been rolled. The Talarian Hook Spider has Resistance 1, yet 2 stress was applied in the CT to its Stress/Shld value - no resistance reduction. I did another test where Garak rolled a 13 & 12 for a success and then rolled a CD damage result of: Effect,1,1. That inflicted 4 damage to the spider, which confirms that the Viscious effect was correctly triggerd for +1 stress, but again the 3 CD for his Security were not rolled. Again, no stress reduction of 1 for the Resistance 1.
[Edit] I'm going to do another test where I build a new PC, just to eliminate the possibilit of there being any issue with the Deep Space 9 PCs.
Just a final test with Garak...I added the Resistance 1 effect to the spider in the CT and stress damage was correctly reduced by 1.
So I created a new PC (Jelik the Vulcan) who has a focus in Hand Phasers with a Security 3.
On his 1st attack with the same Disuptor Pistol stats as Jarak, I rolled a 2,4, which did give him 1 momentum, but I pooled it. For Damage, it rolled 3 CD with a result of Effect,1,Effect = 3 stress. Again it didn't roll 3 CD for his Security score. However he did do 5 stress damage, due to the Vicious effect being applied twice for the disruptor.
Are these NPCs or PCs? If NPCs, then the security isn't added as it's assumed the stat block has the required dice to roll. PCs are the only one that should have their damage updated with their security rating. You can see what they are going to roll by mousing over the damage button and seeing the tooltip text. With that break down I was seeing that the code wasn't pulling the resistance for NPCs. I pushed another update to correct that.
They're all PCs that I'm testing with. When I mouse over the Disruptor pistol's damage button on the [Actions] tab, the popup displays [Damage:3]. But that's the base damage for the Disruptor Pistol and what you see in its Damage Rating field when you open it in Items. My understanding of how the rules work for Stress CD, is that the correct value should be Damage:6; 3 CD for the pistol's base damage + #CD = to PC's Security discipline; for my test PC it would be 3 + 3 = 6
[Edit] Resistance reduction is working - thanks for fixing it!
Not that I haven't already posted a lot (sorry), but...I've noticed the icon for the I/BR column of the Combat Tracker isnt always set correctly. I've had it display the 'Injured (L)' icon even when only 2 - 4 stress damage is inflicted. Based upon the rules on pg 162 of Rules Digest, pg 176 original CRB, the target should only be Injured if they sustain 5+ stress from a single attack, or their stress was already at max, or the stress applied set their stress to max. It's stated slightly differently between the 2 rule books, but with same result. Anyhow...a NPC that takes 1 - 4 stress without either of the 2nd stress conditions being present, should still display the 'Fine' icon in the I/BR column. Not a biggie, because it's easy to click it and set it to the correct icon, but it's something a GM could miss in the heat of combat.
The status/icons are important because "when a character suffers and injury, they are incapacitated". For a beast like a Talarian Hook Spider, without an intelligent ally with the Medicine discipline, that means they're going to be out of the fight for the rest of the scene. Unless of course the GM burns 2 Threat to avoid injury, but for some GMs that's going to be too a high a cost for jsut a minor charactor/beast.
I'm not seeing that issue with the security being added. Might need further investigation with the character sheet involved.
Attachment 65320
And here is the actions tab result
Attachment 65321
When I get time I'll have a look at the injury system. Just a tad busy with another project. I'll see if I can put some time to it next week.
Yep, for sure your Phaser Type-2 is listing the correct Damage in the popup. Howerver your Phaser Type-2 properties are very different than mine. In my Items window, that weapon has the following properties: Category=Weapon, Type=Ranged, Damage Rating=3, Size=1H, Wpn. Qualites=Charge, Cost=Standard Issue. So mine doesn't have an Injury value or Severity rating.
One thing I noticed is different is that you're testing with the 2E version of the rules: Options > Game > Game: Rules Version [2E] ? My setting is Options > Game > Game: Rules Version [1E].
And yes, I appreciate that you're busy and need to look at other projects. Check into this when you have the time.
[Edit] Uploaded a screen shot of my Phaser Type-2 item.
Attachment 65322
Awesome, thank you for your patience. I see where it went wrong and pushed an update for this issue on the character sheet.
I'm still encountering some problems with damage with STA 1E, namely that some damage isn't being applied to the target in the Combat Tracker. It's intermittent though and hard for me to find a consistent test to cause it. Meanwhile running a game is manageable as it's easy to manually edit the target's wound value. It's not ideal though, in than as GM you must pay attention to the existing damage before new damage is rolled and do the math if it didn't update correctly. You already have to do damage manually when dynamic resistance from cover is in play though, so GMs should be aware of the importance of paying attention to damage results.
I'm going to keep testing and try and come up with a consistent scenario.
All of the ships in 1e also do 0 damage, I wander if everything has been updated for 2e and 1e is broken as a result? TN for NPC's wasn't working until recently repaired by the FGU team.
I have found that the PC's ship can successfully deal damage, but that it's not consistent. I can confirm for NPC ships, that when a weapon's [damage] button is hovered over the pop-up displays "Damage:0".
Is it possible the 1E ship sheet is also reading the 2E fields for ship weapons? I'm firing a Disruptor Bank from a Romulan BoP and the fields I have for that item/weapon are: Category=Ship Weapon; Type=Energy; Delivery Damage=+1; Power=1; Range=Medium; Dmg.Effects=Vicious; Wpn.Qualities=""; Cost=""; Weight=0; Version=1E.
Something else...regarding NPC ships in the Combat Tracker for STA 1E
I'm sometimes getting a script error in the Combat Tracker when I attempt a roll for a ship action for Crew > Actions:
"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:224:attempt to index field '?' (a nil value)"
It's occuring for the following crew role's actions:
Commanding Officer - all actions
Communications - Intercept action
Helm - Impulse action
Internal Systems Control & Main Engineering - Damage Control action, Power Management action
Science Labs - Launch Probe action
Security Oversight - Deploy Security action
You'll notice that if you select those actions that no System or Department text is displayed to the right.
Line 224 of that script involves making this assignment: local sSys = DataCommon.systems[sSystem].abv
I'M guessing though that the error is actually starting in line 222 though where this assignment results in a nil value: local sSystem = w.system.getValue();
The assignment on line 223 is probably getting a nil too: local sDepartment = w.department.getValue();
Haven't got a clue why the task action script isn't getting those values.
A GM can of course roll from the NPC Ship sheet, but I find that awkward as you're actually rolling for the Assist. And for those rolls, the chat display doesn't list the attribute that the NPC TN is based upon.
Pushed a fix for the errors when attempting crew actions
Thank you - got it & tested it.
I should have mentioned this in my last post, but "Passenger" should be omitted from the Crew roles drop down, as Passenger isn't a crew role in the core rules. And I can't recall any other STA supplement, guide or book where it is either.
Much more important though - when you select Passengers from the roles drop-down, it produces the error:
"Handler Excecution Error: [string..."rek Adventures 2d20:...ts/manager_char.lua"]:233:bad argument #1 to 'pairs' (table expected, got nil)"
Once you get that error, none of the actions selected for any crew role work - i.e. selected actions don't display in the Actions box and no text for Attributes, Disciplines, Departments or Systems is displayed on the right. Worst of all, I have to /reload the ruleset to get them to work again!
Attempting to roll Science Labs > Launch Probe causes the following script error:
"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"
Science Stations (Scence Labs)is an odd role as it's not one of the mandatory Bridge stations. If I'm correctly reading what line 155 is in the script, it looks like it's trying to assign an attribute value. Whereas the other 2 Actions selectable for Science Labs both reference a Department and System.
Rolling Helm > Impulse also produces the script error:
"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"
All the other rolls are working. As to whether the correct system+department, attribute+discipline and difficulty level are being used; haven't confirmed, as I can't remember them off the top of my head and it's a heckuva CRB read to confirm them. :p I will eventualy check each one though.
[Edit] Is there a single LUA or XML where those system+department, attribute+discipline values and difficulties are being read from? Having that would make it easier to compare againg the rules.
There is some liberties done to ensure proper functionality. The passenger role is used as the empty role, but ensures the actor is connected with the ship. Yes, there isn't a passenger station, but it's used by the ruleset for automation purposes. As for launch probe it's a non-roll action. For actions like that it wasn't supposed to show a roll button. The reason it's throwing errors is that there isn't a attribute, discipline, system, or department part of the roll. I have updated it to hide the roll button.
Attachment 65372
Is it expected that during combat the difficulty buttons still function? They work for task rolls, but not in combat. Not sure if this is a bug or I have to work around. Thanks. 1e.
Thanks for those fixes superteddy. Crew stations in CT are all working correctly now.
Fair enough. And I can think of some ways a GM might run the Combat Tracker, where being able to select the Passenger station could be desirable.
That makes sense. And I do recall it being an unsual Sensor Ops task, in that it isn't a 0 difficutly task and doesn't have a Ship assist roll.Quote:
As for launch probe it's a non-roll action. For actions like that it wasn't supposed to show a roll button. The reason it's throwing errors is that there isn't a attribute, discipline, system, or department part of the roll. I have updated it to hide the roll button.
Getting back to ships not dealing damage. After digging deeper into it, I noticed that the only ships I have that display the correct damage when I hover over the damage button, and that correctly roll damage, are those from the 'Deep Space Nine Player Characters' group. So I unlocked that group's U.S.S. Defiant and the Shuttlecraft (Armed) from the 'Shuttles and Runabouts' group, and compared the fields. It's then that I noticed the problem - the damage field is a manual entry field and of the DLC I own, only the ships from the 'Deep Space Nine Player Characters' group have a value present.
This is a screenshot of the USS Defiant's Phaser Array showing the correct value (Scale 3+Security 5=8) entered.
Attachment 65378
This is a screenshot of the Armed Shuttlecraft Phaser Banks showing the value missing.
Attachment 65379
This is a screenshot of the Armed Shuttelcraft with corrected value (Scale 1+Security 1+Banks delivery type 1=3). Which now displays and rolls the correct damage.
Attachment 65380
Anyhow...not too big deal for a GM to manually enter the value, as long as they know the correct damage formula. I can't think of anyting that lowers the damage/stress dealt by a weapon (when breached they just can't be used, have a sliding difficulty to operate, or are disabled with a sliding difficulty to repair them), so it would be ideal if that field was auto-populated.
Strar Trek Adventures 1E
Targeting ships by [Ctrl]+Left Clicking a ship token within a map is not working. The only way to target them is within the Combat Tracker.
Strar Trek Adventures 1E
Attempting to make a Tractor Beam attack against a ship from the Tactical Systems station, results in a script error. The error occurs at the Tactical Systems station on both the Character Sheet and on the ship's entry in the Combat Tracker. The error is:
"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"
Will be a moment to address these reports
I just picked up the Star Trek Adventures 2nd Edition rules, and I’m running into something odd (screenshot below). Side note: Turns out it also happens with the 1st Edition rules too.
If I make a map and put a hex grid on it, and then drop a character token on the map, from the combat tracker, it's the size of a grid hex—exactly what I’d expect. But if I drag a ship in from the combat tracker (same way I drag a character), the ship token comes in much bigger.
I’ve got my setting at 80%, but it still feels strange. I’d expect the ship token to match the grid space—whether I’m measuring five AUs or five light-years—so everything lines up consistently.
Am I missing something here? Is there a setting I should be tweaking, or is this just how it works? Thanks in advance!
Attachment 65395
Follow Up - I notice the range is edge of large token to edge of large token...not center to center.
Thanks Again for any info.
Attachment 65396
Ok. Got it. If I wanted my ship token to be scaled to the hex, it's that possible?
You'd have to shrink the tokens to the grid size you want. This was asked for back when 1E first came out to fit the square grids for ship combat and to help with scale.
Super. Thanks for the info.
Pushed update to fix Tractor Beam issues. I checked the rest and they appear to be working properly.